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* What sitting on code does to a branch + no mo owner v2 * Replacing ViewVariables with AutoNetworkedField + Missed One V2 * Removing Virtual Methods & Renaming ForensicsSystem to SharedForensicsSystem (Also made it abstract) V2 * IProduceWidgets Review Changes & some of my own V2 * Lil Cleanup V2 * Part 1 of Review Changes (Only thing left is the BUI stuff and the constructor) V2 * It now WORKS!!! (Still needs the BUI and constuctor changes, ill figure it out later) * Test (Removal of ServerSide VomitSystem.cs) * Ok... * Moved System BloodstreamSystem.cs to SharedBloodstreamSystem.cs & deleted client BloodStreamSystem.cs to make SharedBloodstreamSystem.cs sealed. (No Unregistered errors) * Prediction * Fix? * No mo log error? * Revert "No mo log error?" This reverts commit 50c15a3deab6af9dffd7baed45820bae5558e41f. * Constructor going up * No ForensicScannerBoundUserInterface.cs (It doesnt wanna scan anymore but it doesnt crash) * For Conflicts * Guh * Yea * Organization & no ErrorHell (maybe) * Dirtying * Dirtying take 2 * Revert "Dirtying take 2" This reverts commit 5735012e21f43808db3ae010fce268eac24d0583. * the dirties dont do much here * For Conflict * Readded * Another Conflict Commit Fix * Conflict Fix Thrice * Empty Space * Keep it simple * Add it back in * Move BloodstreamSystem stuff thats causing the error back to system. This'll prob fix the conflict * Conflict fix? * Trust the fix * Looked at other prediction PR's, they had better code. * To not mix up the system in client * Removing Conflict * For conflict * For the conflic fix, will be removed later * Scuffed Fix * Removal & Adding the Decouple * Took some HEAVY pointers from SirWarocks work. The Roadblock has been CLEARED, DOAFTERS WORK NOW!! * Cleanup & Optimizing, mostly comps. * More Optimization, most of this is just imported Warock Code, his QOL included. Did not want to remove SolutionDNA's tho, mostly due to a Log.Debug in OnPrint. * Forgot that the Print Refreshes, more of Warocks work. * Removing Loc.GetString * All of BloodStream to Shared, hopefully no errors. * Sketchy Dirty Removed * Removed Timer.Spawn, added FrameUpdate cause anything else only updated when the window opened, & a bit of cleanup. * No mo Mispredict * GenerateDnaEvent Predicted * Forgot the user * I knew it was real, bloodstutter is REAL and now GONE. * Cant dirty NewEntityBloodData due to potential stutter, so its safer to put it all back into server. again... * Clearer * Thank you leahcat, no more identity leak. * Routine Maintenance * sealing the class * it checks for this now?! * While im here, FileScope Namespaces & removing unused namespaces * Update Attribute Type (SirWarock Import), it works and is much easier to read. * Forever Fixing Conflicts * Readonly Genocide & Partial Maxing * LGTM, BloodstreamSystem moved to SharedBloodstreamSystem! * Sohn * If OG Github back push this commit * One Billionth Commit Fix * Removed client/server stuff * Made implicit * NewLine & comment on why AutoGenCompState is true * Updatin the rest of the Popups to use Entity * I think that's what they meant? It looks cleaner at least. * Mass Attribute for LocalEvents that are safe to change. * Putting it back as abstract * maybe? * Guhh, rolling back empty client/server of BloodStream * Removed Client/Server BloodstreamSystems, changed access modifier from protected to private, & renamed SharedBloodstreamSystem to BloodstreamSystem * From Protected to Private * Removed comment & made it explicit on what changed to true * Guh, hopefully thats all of it... * Forgot * Review * Test Push * Line 316 in SharedForensicsSystem was causing the errors, better to play it safe * Review Changes * Update Content.Shared/Forensics/Events.cs Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com> * The only thing SolutionDNAs does is search and clears itself. I see no reason to keep it * The print.disabled didnt properly disable when cleared. So ill just use the old if check * Figured out the rest of the SubscribeLocalEvents and networking BloodData cause its fully in Shared --------- Co-authored-by: Whatstone <166147148+whatston3@users.noreply.github.com>
166 lines
7.2 KiB
C#
166 lines
7.2 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Content.Shared.IdentityManagement;
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namespace Content.Server.Chemistry.EntitySystems;
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/// <summary>
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/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
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/// Subscribes to relevent events and performs solution injections when they are raised.
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/// </summary>
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public sealed partial class SolutionInjectOnCollideSystem : EntitySystem
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{
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[Dependency] private BloodstreamSystem _bloodstream = default!;
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[Dependency] private InventorySystem _inventory = default!;
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[Dependency] private SharedPopupSystem _popup = default!;
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[Dependency] private SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private TagSystem _tag = default!;
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private static readonly ProtoId<TagPrototype> HardsuitTag = "Hardsuit";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
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SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
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SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
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}
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private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
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}
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private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
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}
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private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
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{
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// MeleeHitEvent is weird, so we have to filter to make sure we actually
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// hit something and aren't just examining the weapon.
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if (args.IsHit)
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TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
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}
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private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
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}
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private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
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{
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TryInjectTargets(injectorEntity, [target], source);
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}
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/// <summary>
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/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
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/// each valid target's bloodstream.
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/// </summary>
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/// <remarks>
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/// Targets are invalid if any of the following are true:
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/// <list type="bullet">
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/// <item>The target does not have a bloodstream.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
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/// </list>
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/// </remarks>
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/// <returns>true if at least one target was successfully injected, otherwise false</returns>
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private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? user = null)
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{
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// Make sure we have at least one target
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if (targets.Count == 0)
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return false;
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// Get the solution to inject
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if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
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return false;
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// Build a list of bloodstreams to inject into
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var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
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foreach (var target in targets)
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{
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if (Deleted(target))
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continue;
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// Yuck, this is way to hardcodey for my tastes
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// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
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if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
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{
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// Only show popup to attacker
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_popup.PopupEntity(
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Loc.GetString(
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injector.Comp.BlockedByHardsuitPopupMessage,
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("weapon", injector.Owner),
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("target", Identity.Entity(target, EntityManager))),
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target,
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user,
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PopupType.SmallCaution);
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continue;
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}
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// Check if the target has anything equipped in a slot that would block injection
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if (injector.Comp.BlockSlots != SlotFlags.NONE)
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{
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var blocked = false;
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var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
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while (containerEnumerator.MoveNext(out var container))
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{
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if (container.ContainedEntity != null)
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{
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blocked = true;
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break;
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}
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}
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if (blocked)
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continue;
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}
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// Make sure the target has a bloodstream
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if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
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continue;
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// Checks passed; add this target's bloodstream to the list
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targetBloodstreams.Add((target, bloodstream));
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}
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// Make sure we got at least one bloodstream
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if (targetBloodstreams.Count == 0)
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return false;
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// Extract total needed solution from the injector
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var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
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// Adjust solution amount based on transfer efficiency
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var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
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// Calculate how much of the adjusted solution each target will get
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var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
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var anySuccess = false;
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foreach (var targetBloodstream in targetBloodstreams)
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{
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// Take our portion of the adjusted solution for this target
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var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
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// Inject our portion into the target's bloodstream
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if (_bloodstream.TryAddToBloodstream(targetBloodstream.AsNullable(), individualInjection))
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anySuccess = true;
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}
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// Huzzah!
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return anySuccess;
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}
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}
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